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What can I say? Other than sorry for the delay! We’ve been somewhat harassed by you folks for a month on Twitter, Email and Facebook, and frankly we deserved it! But now Velocity Ultra for PS Vita is nearly upon us, bug-free and with a high-res coat of paint.
Many people thought Velocity was a bargain on minis because of the sheer amount of content we managed to squeeze into it, but Velocity Ultra goes a step further by including Trophies (yes, there’s a Platinum!).
Hello again! It feels great to be back on PS.Blog — especially now that we’re able to reveal a project that so many people have asked for: a native PS Vita version of our multiple award-winning PS minis game Velocity!
It’s called Velocity Ultra, and it features Trophies, online high scores and a completely overhauled visual style at native PS Vita resolution. We’re reworking all the art in the game, so the cut scene stills have been recreated at a much higher standard than before.
We’re also unifying the art style throughout the game by ditching pixel art in favor of the edgy cartoon style.
The dinky (and rather pathetic) Quarp Jet now looks less dinky (and rather bad-ass)…
Hello! My name is Jack Lang, Junior Programmer at FuturLab. I’m responsible for the programming on our new game, Surge, and I’m here today to talk briefly about how the PlayStation Mobile SDK has made the process of developing our game for PS Vita really easy!
I started out as a Flash developer because I wanted to make games. This experience, along with some prior knowledge of C#, meant that I was able to use the PSM cross-platform SDK to focus on the game rather than the specifics of each platform it supports.
As you can see from the trailer above, Surge uses nice visual effects, and thanks to PSM I was able to pick and choose between high and low level programming libraries, making it possible to get visual features like the ‘awesomizer’ line style, particles and the attractive color blurring glow effects running efficiently and in a short space of time.
Hello folks! Earlier this year we were shouting about shouting about Velocity, and now we’ve got some new things to be excited about. We’ve been hard at work coming up with more simple, elegant and clever ideas, and crafting them into fun and addictive games.
The first of these games is called Beats Slider, and it’s called that because you slide beats around. It’s simple, rather elegant, and pretty clever too…
Beats Slider – Conquer Those Blasted Slider Puzzles!
Each block of the sliding puzzle represents MIDI data, which is basically musical notation that computers can read. MIDI data can be used to play back any instrument, synthesizer, drum loop or whatever you throw at it, just by changing the instruments or samples that are triggered by it.
Hi folks! I’m here today to show you our awesome new teleportation shoot ‘em-up that is packed with innovative features – and it’s a game that YOU named! We had hundreds of entries, which we were very grateful for, and settled on ‘VELOCITY’, as it described the concept and gameplay very well – and is a cool word!
Here at FuturLab we don’t think it is good enough to churn out cloned games. We wanted to do justice to the nostalgia of early games in the shoot ‘em-up genre, so that people can pick up Velocity and feel right at home, but also feel the excitement of playing something completely new!
After many months prototyping, we knew we had something special with Velocity – the teleporting mechanics had never been done before – so we wanted a big sound to complement the gameplay experience.
Hello folks! James here from FuturLab, creators of the hit PlayStation minis game Coconut Dodge! Our newest game is quite different than Coconut Dodge, but there are some strong similarities: A tried-and-tested game mechanic with a new twist Extremely addictive gameplay Quality throughout and value for money These things have made Coconut Dodge one of […]